Assessors are the main measurement instruments in subjective quality evaluation studies. Although the perceptual
abilities and constrains are influenced by multiple demographic and psychographic factors, they are typically disregarded
as a part of quality assessment. Cognitive styles refer to individual's consistent approaches to organize and represent
information. Goal of this study is to explore the impact of cognitive styles on visual quality requirements. The data
collection is conducted using the Style of Processing (SOP) questionnaire in three video quality experiments with a total
of 72 participants. All participants were categorized into four groups according to sensorial preferences in information
processing (visual, verbal, bimodal – high processing, and bimodal - low processing). The experiments were conducted
in controlled circumstances when varying depth in video quality with several content types on the mobile device. The
results show variation in quality requirements between these groups. Finally, these results also indicate that sensorial
processing styles are essential to explore for sample characterization in quality evaluation experiments and for exploring
more user-aware quality adjustments in future services and products.
We present an approach to measure and model the parameters of human point-of-gaze (PoG) in 3D space. Our model
considers the following three parameters: position of the gaze in 3D space, volume encompassed by the gaze and time
for the gaze to arrive on the desired target.
Extracting the 3D gaze position from binocular gaze data is hindered by three problems. The first problem is the lack of
convergence - due to micro saccadic movements the optical lines of both eyes rarely intersect at a point in space. The
second problem is resolution - the combination of short observation distance and limited comfort disparity zone typical
for a mobile 3D display does not allow the depth of the gaze position to be reliably extracted. The third problem is
measurement noise - due to the limited display size, the noise range is close to the range of properly measured data.
We have developed a methodology which allows us to suppress most of the measurement noise. This allows us to
estimate the typical time which is needed for the point-of-gaze to travel in x, y or z direction. We identify three temporal
properties of the binocular PoG. The first is reaction time, which is the minimum time that the vision reacts to a stimulus
position change, and is measured as the time between the event and the time the PoG leaves the proximity of the old
stimulus position. The second is the travel time of the PoG between the old and new stimulus position. The third is the
time-to-arrive, which is the time combining the reaction time, travel time, and the time required for the PoG to settle in
the new position.
We present the method for filtering the PoG outliers, for deriving the PoG center from binocular eye-tracking data and
for calculating the gaze volume as a function of the distance between PoG and the observer. As an outcome from our
experiments we present binocular heat maps aggregated over all observers who participated in a viewing test. We also
show the mean values for all temporal properties separately for x, y and z direction averaged over all observers. We
show the typical size of a binocular area of interest for a portable autostereoscopic display, as well as typical time the 3D
vision can react to sudden changes in a 3D scene.
The paper presents a hybrid approach to study the user's experienced quality of 3D visual content on mobile autostereoscopic
displays. It combines extensive subjective tests with collection and objective analysis of eye-tracked data.
3D cues which are significant for mobiles are simulated in the generated 3D test content. The methodology for
conducting subjective quality evaluation includes hybrid data-collection of quantitative quality preferences, qualitative
impressions, and binocular eye-tracking. We present early results of the subjective tests along with eye movement
reaction times, areas of interest and heatmaps obtained from raw eye-tracked data after statistical analysis. The study
contributes to the question what is important to be visualized on portable auto-stereoscopic displays and how to maintain
and visually enhance the quality of 3D content for such displays.
KEYWORDS: Video, 3D video compression, Visualization, Video compression, 3D displays, Quantization, Mobile devices, 3D modeling, Image quality, Cameras
Mobile 3D television is a new form of media experience, which combines the freedom of mobility with the greater
realism of presenting visual scenes in 3D. Achieving this combination is a challenging task as greater viewing experience
has to be achieved with the limited resources of the mobile delivery channel such as limited bandwidth and power
constrained handheld player. This challenge sets need for tight optimization of the overall mobile 3DTV system.
Presence of depth and compression artifacts in the played 3D video are two major factors that influence viewer's
subjective quality of experience and satisfaction. The primary goal of this study has been to examine the influence of
varying depth and compression artifacts on the subjective quality of experience for mobile 3D video content. In addition,
the influence of the studied variables on simulator sickness symptoms has been studied and vocabulary-based descriptive
quality of experience has been conducted for a sub-set of variables in order to understand the perceptual characteristics in
detail. In the experiment, 30 participants have evaluated the overall quality of different 3D video contents with varying
depth ranges and compressed with varying quantization parameters. The test video content has been presented on a
portable autostereoscopic LCD display with horizontal double density pixel arrangement. The results of the
psychometric study indicate that compression artifacts are a dominant factor determining the quality of experience
compared to varying depth range. More specifically, contents with strong compression has been rejected by the viewers
and deemed unacceptable. The results of descriptive study confirm the dominance of visible spatial artifacts along the
added value of depth for artifact-free content. The level of visual discomfort has been determined as not offending.
KEYWORDS: Video, 3D displays, Televisions, Analytical research, Quality systems, Multimedia, 3D video streaming, Video coding, Statistical analysis, Visualization
Subjective quality evaluation experiments are conducted for optimizing critical system components during the process of
system development. Conventionally, the experiments take place in the controlled viewing conditions even though the
target application is meant to be used in the heterogeneous mobile settings. The goal of the paper is a two-fold. Firstly,
we present a hybrid User-Centered Quality of Experience (UC-QoE) evaluation method for measuring quality in the
context of use. The method combines quantitative preference ratings, qualitative descriptions of quality and context,
characterization of context in the macro and micro levels, and the measures of effort. Secondly, we present results of two
experiments using this method in different field settings and compared to the laboratory settings. We conducted the
experiments with a relatively low quality range for current and future data rates for mobile (3D) television by varying
encoding parameters for simulcast stereo video. The study was conducted on a portable device with parallax barrier
display technology. The results show significant differences between the different field conditions and between field and
laboratory measures.
KEYWORDS: Video, 3D displays, 3D video streaming, Video coding, Forward error correction, LCDs, Visualization, Standards development, Image quality, Televisions
A European consortium of six partners has been developing core technological components of a mobile 3D television
system over DVB-H channel. In this overview paper, we present our current results on developing optimal methods for
stereo-video content creation, coding and transmission and emphasize their significance for the power-constrained
mobile platform, equipped with auto-stereoscopic display. We address the user requirements by applying modern usercentered
approaches taking into account different user groups and usage contexts in contrast to the laboratory assessment
methods which, though standardized, offer limited applicability to real applications. To this end, we have been aiming at
developing a methodological framework for the whole system development process. One of our goals has been to further
develop the user-centered approach towards experienced quality of critical system components. In this paper, we classify
different research methods and technological solutions analyzing their pros and constraints. Based on this analysis we
present the user-centered methodological framework being used throughout the whole development process of the
system and aimed at achieving the best performance and quality appealing to the end user.
The focus of 3D television and video has been in technical development while hardly any attention has been paid on user
expectations and needs of related applications. The object of the study is to examine user requirements for mobile 3D
television and video in depth. We conducted two qualitative studies, focus groups and probe studies, to improve the
understanding of user approach. Eight focus groups were carried out with altogether 46 participants focusing on use
scenario development. The data-collection of the probe study was done over the period of 4 weeks in the field with nine
participants to reveal intrinsic user needs and expectations. Both studies were conducted and analyzed independently so
that they did not influence each other. The results of both studies provide novel aspects of users, system and content, and
context of use. In the paper, we present personas as first archetype users of mobile 3D television and video. Putting these
personas into contexts, we summarize the results of our studies and previous related work in the form of use scenarios to
guide the user-centered development of 3D television and video.
KEYWORDS: Video, Televisions, Mobile devices, Multimedia, Video processing, Visualization, Information technology, Sensors, Signal processing, Diffusion
In the product development of services it is important to adjust mobile video quality according to the quality
requirements of potential users. Therefore, a careful participant selection is very important. However, in the literature the
details of participant selection are often handled without great detail. This is also reflected in the handling of
experimental results, where the impact of psychographic factors on quality is rarely reported. As the user attributes
potentially have a large effect to the results, we investigated the role of various psychographical variables on the
subjective evaluation of audiovisual video quality in two different experiments. The studied variables were age, gender,
education, professionalism, television consumption, experiences of different digital video qualities, and attitude towards
technology. The results showed that quality evaluations were affected by almost all background factors. The most
significant variables were age, professionalism, knowledge of digital quality features and attitude towards technology.
The knowledge of these factors can be exploited in careful participant selection, which will in turn increase the validity
of results as the subjective evaluations reflect better the requirements of potential users.
Subjective evaluation is used to identify impairment factors of multimedia quality. The final quality is often formulated
via quantitative experiments, but this approach has its constraints, as subject's quality interpretations, experiences and
quality evaluation criteria are disregarded. To identify these quality evaluation factors, this study examined qualitatively
the criteria participants used to evaluate audiovisual video quality. A semi-structured interview was conducted with 60
participants after a subjective audiovisual quality evaluation experiment. The assessment compared several, relatively
low audio-video bitrate ratios with five different television contents on mobile device. In the analysis, methodological
triangulation (grounded theory, Bayesian networks and correspondence analysis) was applied to approach the qualitative
quality. The results showed that the most important evaluation criteria were the factors of visual quality, contents,
factors of audio quality, usefulness - followability and audiovisual interaction. Several relations between the quality
factors and the similarities between the contents were identified. As a research methodological recommendation, the
focus on content and usage related factors need to be further examined to improve the quality evaluation experiments.
Selection of test materials in subjective assessment methodology recommendations is based mainly on technical parameters. Materials should test the ability of the codec to cope with spatial and temporal redundancy. However consumers watch TV for a reason -- one of the main criteria is the interesting content. In this study we examined whether the content recognition and subjects’ personal interests have an effect on quality assessment. We also studied subjective assessment criteria for video quality. The study was done using small resolution and low bit rate video in mobile phones in a laboratory environment. Altogether 135 subjects, aged 18-65 years, participated in the tests. The test started with a subjective assessment of video quality using well-known TV content. Afterwards a survey was done to measure content recognition and level of interests in the content. The test session ended up with a qualitative interview about evaluation criteria. Our studies showed that there is a connection between interest in content and given quality score with TV content. Therefore we raise a concern on content selection and recommend measuring the evaluator’s interest in content in subjective assessment studies. The study on subjective evaluation criteria revealed that subjects pay attention on content and quality impairments especially in regions of interest.
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